/*
 * Copyright (c) 2003-2007 jMonkeyEngine
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 * * Redistributions of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * * Redistributions in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in the
 *   documentation and/or other materials provided with the distribution.
 *
 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors 
 *   may be used to endorse or promote products derived from this software 
 *   without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

package com.jme.scene.state.lwjgl;

import java.util.Stack;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GLContext;

import com.jme.light.DirectionalLight;
import com.jme.light.Light;
import com.jme.light.PointLight;
import com.jme.light.SpotLight;
import com.jme.renderer.RenderContext;
import com.jme.scene.SceneElement;
import com.jme.scene.state.LightState;
import com.jme.scene.state.RenderState;
import com.jme.scene.state.lwjgl.records.LightRecord;
import com.jme.scene.state.lwjgl.records.LightStateRecord;
import com.jme.scene.state.lwjgl.records.StateRecord;
import com.jme.system.DisplaySystem;

/**
 * <code>LWJGLLightState</code> subclasses the Light class using the LWJGL API
 * to access OpenGL for light processing.
 * 
 * @author Mark Powell
 * @author Joshua Slack - reworked for StateRecords.
 * @version $Id: LWJGLLightState.java,v 1.27 2007/04/11 18:27:36 nca Exp $
 */
public class LWJGLLightState extends LightState {
	private static final long serialVersionUID = 1L;

	/**
	 * Constructor instantiates a new <code>LWJGLLightState</code>.
	 */
	public LWJGLLightState() {
		super();
	}

	/**
	 * <code>set</code> iterates over the light queue and processes each
	 * individual light.
	 * 
	 * @see com.jme.scene.state.RenderState#apply()
	 */
	public void apply() {
		RenderContext context = DisplaySystem.getDisplaySystem()
				.getCurrentContext();
		LightStateRecord record = (LightStateRecord) context
				.getStateRecord(RS_LIGHT);
        context.currentStates[RS_LIGHT] = this;

        
        if (record!=null) {
        
			if (isEnabled() && LIGHTS_ENABLED) {
				setLightEnabled(true, record);
				setTwoSided(twoSidedOn, record);
				setLocalViewer(localViewerOn, record);
				if (GLContext.getCapabilities().OpenGL12) {
					setSpecularControl(separateSpecularOn, record);
				}
	
				for (int i = 0, max = getQuantity(); i < max; i++) {
					int index = GL11.GL_LIGHT0 + i;
	
					Light light = get(i);
	
					if (light == null) {
						setSingleLightEnabled(false, i, record);
					} else {
						if (light.isEnabled()) {
							setLight(index, light, record);
						} else {
							setSingleLightEnabled(false, i, record);
						}
					}
				}
	
				for (int i = getQuantity(); i < MAX_LIGHTS_ALLOWED; i++) {
					setSingleLightEnabled(false, i, record);
				}
	
				if ((lightMask & MASK_GLOBALAMBIENT) == 0) {
					setModelAmbient(record, globalAmbient[0], globalAmbient[1], globalAmbient[2], globalAmbient[3]);
				} else {
					setDefaultModel(record);
				}
	
			} else {
				setLightEnabled(false, record);
			}
	        
	        if (!record.isValid())
	            record.validate();
        
        }
	}

	private void setLight(int index, Light light, LightStateRecord record) {
		setSingleLightEnabled(true, index - GL11.GL_LIGHT0, record);

		if ((lightMask & MASK_AMBIENT) == 0
				&& (light.getLightMask() & MASK_AMBIENT) == 0) {
			setAmbient(index, record, light.getAmbient().r,
					light.getAmbient().g, light.getAmbient().b, light
							.getAmbient().a);
		} else {
			setDefaultAmbient(index, record);
		}

		if ((lightMask & MASK_DIFFUSE) == 0
				&& (light.getLightMask() & MASK_DIFFUSE) == 0) {

			setDiffuse(index, record, light.getDiffuse().r,
					light.getDiffuse().g, light.getDiffuse().b, light
							.getDiffuse().a);
		} else {
			setDefaultDiffuse(index, record);
		}

		if ((lightMask & MASK_SPECULAR) == 0
				&& (light.getLightMask() & MASK_SPECULAR) == 0) {

			setSpecular(index, record, light.getSpecular().r, light
					.getSpecular().g, light.getSpecular().b, light
					.getSpecular().a);
		} else {
			setDefaultSpecular(index, record);
		}

		if (light.isAttenuate()) {
			setAttenuate(true, index, light, record);

		} else {
			setAttenuate(false, index, light, record);

		}

		switch (light.getType()) {
            case Light.LT_DIRECTIONAL: {
                DirectionalLight pkDL = (DirectionalLight) light;

                setPosition(index, record, -pkDL.getDirection().x, -pkDL
                        .getDirection().y, -pkDL.getDirection().z, 0);
                break;
            }
            case Light.LT_POINT:
            case Light.LT_SPOT: {
                PointLight pointLight = (PointLight) light;
                setPosition(index, record, pointLight.getLocation().x,
                        pointLight.getLocation().y, pointLight.getLocation().z,
                        1);
                break;
            }
        }

		if (light.getType() == Light.LT_SPOT) {
			SpotLight spot = (SpotLight) light;
			setSpotCutoff(index, record, spot.getAngle());
			setSpotDirection(index, record, spot.getDirection().x, spot
					.getDirection().y, spot.getDirection().z, 0);
			setSpotExponent(index, record, spot.getExponent());
		} else {
			setSpotDirection(index, record, 0, 0, -1, 0);
			setSpotExponent(index, record, 0);
			setSpotCutoff(index, record, 180);
		}
	}

	private void setSingleLightEnabled(boolean enable, int index,
			LightStateRecord record) {
		if (!record.isValid() || record.getLightEnabled()[index] != enable) {
			if (enable) {
				GL11.glEnable(GL11.GL_LIGHT0 + index);
			} else {
				GL11.glDisable(GL11.GL_LIGHT0 + index);
			}

			record.getLightEnabled()[index] = enable;
		}
	}

	private void setLightEnabled(boolean enable, LightStateRecord record) {
		if (!record.isValid() || record.isEnabled() != enable) {
			if (enable) {
				GL11.glEnable(GL11.GL_LIGHTING);
			} else {
				GL11.glDisable(GL11.GL_LIGHTING);
			}
			record.setEnabled(enable);
		}
	}

	private void setTwoSided(boolean twoSided, LightStateRecord record) {
		if (!record.isValid() || record.isTwoSidedOn() != twoSided) {
			if (twoSided) {
				GL11.glLightModeli(GL11.GL_LIGHT_MODEL_TWO_SIDE, GL11.GL_TRUE);
			} else {
				GL11.glLightModeli(GL11.GL_LIGHT_MODEL_TWO_SIDE, GL11.GL_FALSE);
			}
			record.setTwoSidedOn(twoSided);
		}
	}

	private void setLocalViewer(boolean localViewer, LightStateRecord record) {
		if (!record.isValid() || record.isLocalViewer() != localViewer) {
			if (localViewer) {
				GL11.glLightModeli(GL11.GL_LIGHT_MODEL_LOCAL_VIEWER,
						GL11.GL_TRUE);
			} else {
				GL11.glLightModeli(GL11.GL_LIGHT_MODEL_LOCAL_VIEWER,
						GL11.GL_FALSE);
			}
			record.setLocalViewer(localViewer);
		}
	}

	private void setSpecularControl(boolean separateSpecularOn,
			LightStateRecord record) {
		if (!record.isValid() || record.isSeparateSpecular() != separateSpecularOn) {
			if (separateSpecularOn) {
				GL11.glLightModeli(GL12.GL_LIGHT_MODEL_COLOR_CONTROL,
						GL12.GL_SEPARATE_SPECULAR_COLOR);
			} else {
				GL11.glLightModeli(GL12.GL_LIGHT_MODEL_COLOR_CONTROL,
						GL12.GL_SINGLE_COLOR);
			}
			record.setSeparateSpecular(separateSpecularOn);
		}
	}

	private void setModelAmbient(LightStateRecord record, float red, float green, float blue, float alpha) {
        if (!record.isValid() || record.globalAmbient.r != 0 || record.globalAmbient.g != 0 || record.globalAmbient.b != 0 || record.globalAmbient.a != 0) {
			record.lightBuffer.clear();
            record.lightBuffer.put(red);
            record.lightBuffer.put(green);
            record.lightBuffer.put(blue);
            record.lightBuffer.put(alpha);
            record.lightBuffer.flip();
			GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, record.lightBuffer);
			record.globalAmbient.set(red, green, blue, alpha);
		}
	}

	private void setDefaultModel(LightStateRecord record) {
		if (!record.isValid() || record.globalAmbient.r != 0 || record.globalAmbient.g != 0 || record.globalAmbient.b != 0 || record.globalAmbient.a != 0) {
			GL11.glLightModel(GL11.GL_LIGHT_MODEL_AMBIENT, zeroBuffer);
			record.globalAmbient.set(0,0,0,0);
		}
	}

    private void setAmbient(int index, LightStateRecord record,
            float red, float green, float blue, float alpha) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.ambient.r != red || lr.ambient.g != green || lr.ambient.b != blue || lr.ambient.a != alpha) {
            record.lightBuffer.clear();
            record.lightBuffer.put(red);
            record.lightBuffer.put(green);
            record.lightBuffer.put(blue);
            record.lightBuffer.put(alpha);
            record.lightBuffer.flip();
            GL11.glLight(index, GL11.GL_AMBIENT, record.lightBuffer);
            lr.ambient.set(red, green, blue, alpha);
        }
    }

    private void setDefaultAmbient(int index, LightStateRecord record) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.ambient.r != 0 || lr.ambient.g != 0 || lr.ambient.b != 0 || lr.ambient.a != 0) {
            GL11.glLight(index, GL11.GL_AMBIENT, zeroBuffer);
            lr.ambient.set(0, 0, 0, 0);
        }
    }

    private void setDiffuse(int index, LightStateRecord record,
            float red, float green, float blue, float alpha) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.diffuse.r != red || lr.diffuse.g != green || lr.diffuse.b != blue || lr.diffuse.a != alpha) {
            record.lightBuffer.clear();
            record.lightBuffer.put(red);
            record.lightBuffer.put(green);
            record.lightBuffer.put(blue);
            record.lightBuffer.put(alpha);
            record.lightBuffer.flip();
            GL11.glLight(index, GL11.GL_DIFFUSE, record.lightBuffer);
            lr.diffuse.set(red, green, blue, alpha);
        }
    }

    private void setDefaultDiffuse(int index, LightStateRecord record) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.diffuse.r != 0 || lr.diffuse.g != 0 || lr.diffuse.b != 0 || lr.diffuse.a != 0) {
            GL11.glLight(index, GL11.GL_DIFFUSE, zeroBuffer);
            lr.diffuse.set(0, 0, 0, 0);
        }
    }

    private void setSpecular(int index, LightStateRecord record,
            float red, float green, float blue, float alpha) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.specular.r != red || lr.specular.g != green || lr.specular.b != blue || lr.specular.a != alpha) {
            record.lightBuffer.clear();
            record.lightBuffer.put(red);
            record.lightBuffer.put(green);
            record.lightBuffer.put(blue);
            record.lightBuffer.put(alpha);
            record.lightBuffer.flip();
            GL11.glLight(index, GL11.GL_SPECULAR, record.lightBuffer);
            lr.specular.set(red, green, blue, alpha);
        }
    }

    private void setDefaultSpecular(int index, LightStateRecord record) {
        LightRecord lr = record.getLightRecord(index);
        if (lr == null) {
            lr = new LightRecord();
            record.setLightRecord(lr, index);
        }
        if (!record.isValid() || lr.specular.r != 0 || lr.specular.g != 0 || lr.specular.b != 0 || lr.specular.a != 0) {
            GL11.glLight(index, GL11.GL_SPECULAR, zeroBuffer);
            lr.specular.set(0, 0, 0, 0);
        }
    }

	private void setPosition(int index, LightStateRecord record, float positionX, float positionY, float positionZ, float value) {
		// From OpenGL Docs:
		// The light position is transformed by the contents of the current top
		// of the ModelView matrix stack when you specify the light position
		// with a call to glLightfv(GL_LIGHT_POSITION,�). If you later change
		// the ModelView matrix, such as when the view changes for the next
		// frame, the light position isn't automatically retransformed by the
		// new contents of the ModelView matrix. If you want to update the
		// light�s position, you must again specify the light position with a
		// call to glLightfv(GL_LIGHT_POSITION,�).
        record.lightBuffer.clear();
        record.lightBuffer.put(positionX);
        record.lightBuffer.put(positionY);
        record.lightBuffer.put(positionZ);
        record.lightBuffer.put(value);
        record.lightBuffer.flip();
		GL11.glLight(index, GL11.GL_POSITION, record.lightBuffer);

	}

	private void setSpotDirection(int index, LightStateRecord record, float directionX, float directionY, float directionZ, float value) {
		// From OpenGL Docs:
		// The light position is transformed by the contents of the current top
		// of the ModelView matrix stack when you specify the light position
		// with a call to glLightfv(GL_LIGHT_POSITION,�). If you later change
		// the ModelView matrix, such as when the view changes for the next
		// frame, the light position isn't automatically retransformed by the
		// new contents of the ModelView matrix. If you want to update the
		// light�s position, you must again specify the light position with a
		// call to glLightfv(GL_LIGHT_POSITION,�).
        record.lightBuffer.clear();
        record.lightBuffer.put(directionX);
        record.lightBuffer.put(directionY);
        record.lightBuffer.put(directionZ);
        record.lightBuffer.put(value);
        record.lightBuffer.flip();
		GL11.glLight(index, GL11.GL_SPOT_DIRECTION, record.lightBuffer);
	}

	private void setConstant(int index, float constant, LightRecord lr, boolean force) {
		if (force || constant != lr.getConstant()) {
			GL11.glLightf(index, GL11.GL_CONSTANT_ATTENUATION, constant);
			lr.setConstant(constant);
		}
	}

	private void setLinear(int index, float linear, LightRecord lr, boolean force) {
		if (force || linear != lr.getLinear()) {
			GL11.glLightf(index, GL11.GL_LINEAR_ATTENUATION, linear);
			lr.setLinear(linear);
		}
	}

	private void setQuadratic(int index, float quad, LightRecord lr, boolean force) {
		if (force || quad != lr.getQuadratic()) {
			GL11.glLightf(index, GL11.GL_QUADRATIC_ATTENUATION, quad);
			lr.setQuadratic(quad);
		}
	}

	private void setAttenuate(boolean attenuate, int index, Light light,
			LightStateRecord record) {
		LightRecord lr = record.getLightRecord(index);
		if (lr == null) {
			lr = new LightRecord();
            record.setLightRecord(lr, index);
		}
		if (attenuate) {
			setConstant(index, light.getConstant(), lr, !record.isValid());
			setLinear(index, light.getLinear(), lr, !record.isValid());
			setQuadratic(index, light.getQuadratic(), lr, !record.isValid());
		} else {
			setConstant(index, 1, lr, !record.isValid());
			setLinear(index, 0, lr, !record.isValid());
			setQuadratic(index, 0, lr, !record.isValid());
		}
		lr.setAttenuate(attenuate);
	}

	private void setSpotExponent(int index, LightStateRecord record,
			float exponent) {
		LightRecord lr = record.getLightRecord(index);
		if (lr == null) {
			lr = new LightRecord();
			record.setLightRecord(lr, index);
		}
		if (!record.isValid() || lr.getSpotExponent() != exponent) {
			GL11.glLightf(index, GL11.GL_SPOT_EXPONENT, exponent);
			lr.setSpotExponent(exponent);
		}
	}

	private void setSpotCutoff(int index, LightStateRecord record, float cutoff) {
		LightRecord lr = record.getLightRecord(index);
		if (lr == null) {
			lr = new LightRecord();
			record.setLightRecord(lr, index);
		}
		if (!record.isValid() || lr.getSpotCutoff() != cutoff) {
			GL11.glLightf(index, GL11.GL_SPOT_CUTOFF, cutoff);
			lr.setSpotCutoff(cutoff);
		}
	}

	@Override
	public StateRecord createStateRecord() {
		return new LightStateRecord();
	}

    public RenderState extract(Stack stack, SceneElement spat) {
        int mode = spat.getLightCombineMode();
        if (mode == REPLACE || (mode != OFF && stack.size() == 1)) // todo: use
            // dummy
            // state if
            // off?
            return (LWJGLLightState) stack.peek();

        // accumulate the lights in the stack into a single LightState object
        LWJGLLightState newLState = new LWJGLLightState();
        Object states[] = stack.toArray();
        boolean foundEnabled = false;
        switch (mode) {
        case COMBINE_CLOSEST:
        case COMBINE_RECENT_ENABLED:
            for (int iIndex = states.length - 1; iIndex >= 0; iIndex--) {
                LWJGLLightState pkLState = (LWJGLLightState) states[iIndex];
                if (!pkLState.isEnabled()) {
                    if (mode == COMBINE_RECENT_ENABLED)
                        break;

                    continue;
                }

                foundEnabled = true;
                if (pkLState.twoSidedOn)
                    newLState.setTwoSidedLighting(true);
                if (pkLState.localViewerOn)
                    newLState.setLocalViewer(true);
                if (pkLState.separateSpecularOn)
                    newLState.setSeparateSpecular(true);
                for (int i = 0, maxL = pkLState.getQuantity(); i < maxL; i++) {
                    Light pkLight = pkLState.get(i);
                    if (pkLight != null) {
                        newLState.attach(pkLight);
                    }
                }
            }
            break;
        case COMBINE_FIRST:
            for (int iIndex = 0, max = states.length; iIndex < max; iIndex++) {
                LWJGLLightState pkLState = (LWJGLLightState) states[iIndex];
                if (!pkLState.isEnabled())
                    continue;

                foundEnabled = true;
                if (pkLState.twoSidedOn)
                    newLState.setTwoSidedLighting(true);
                if (pkLState.localViewerOn)
                    newLState.setLocalViewer(true);
                if (pkLState.separateSpecularOn)
                    newLState.setSeparateSpecular(true);
                for (int i = 0, maxL = pkLState.getQuantity(); i < maxL; i++) {
                    Light pkLight = pkLState.get(i);
                    if (pkLight != null) {
                        newLState.attach(pkLight);
                    }
                }
            }
            break;
        case OFF:
            break;
        }
        newLState.setEnabled(foundEnabled);
        return newLState;
    }
}